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Rewrote the random game function.
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a2d05d0bd1
commit
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@ -14,6 +14,7 @@
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#include "resources/ResourceManager.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/StringUtil.h"
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#include "views/gamelist/IGameListView.h"
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#include "views/UIModeController.h"
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#include "views/ViewController.h"
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#include "CollectionSystemManager.h"
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@ -555,56 +556,51 @@ SystemData* SystemData::getRandomSystem(const SystemData* currentSystem)
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FileData* SystemData::getRandomGame(const FileData* currentGame)
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{
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std::vector<FileData*> gameList = mRootFolder->getFilesRecursive(GAME, true);
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std::vector<FileData*> gameList;
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bool onlyFolders = false;
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bool hasFolders = false;
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// If we're in the custom collection group list, then get the list of collections,
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// otherwise get a list of all the folder and file entries in the view.
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if (currentGame && currentGame->getType() == FOLDER && currentGame->
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getSystem()->isGroupedCustomCollection()) {
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gameList = ViewController::get()->getGameListView(mRootFolder->getSystem()).get()->
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getCursor()->getParent()->getParent()->getChildrenListToDisplay();
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}
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else {
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gameList = ViewController::get()->getGameListView(mRootFolder->
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getSystem()).get()->getCursor()->getParent()->getChildrenListToDisplay();
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}
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if (gameList.size() > 0 && gameList.front()->getParent()->getOnlyFoldersFlag())
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onlyFolders = true;
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if (gameList.size() > 0 && gameList.front()->getParent()->getHasFoldersFlag())
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hasFolders = true;
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// If this is a mixed view of folders and files, then remove all the folder entries
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// as we want to exclude them from the random selection.
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if (!onlyFolders && hasFolders) {
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unsigned int i = 0;
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do {
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if (gameList[i]->getType() == FOLDER)
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gameList.erase(gameList.begin() + i);
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else
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i++;
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} while (i < gameList.size());
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}
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if (!currentGame && gameList.size() == 1)
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return gameList.front();
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// If there is only one folder and one file in the list, then return the file.
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if (!onlyFolders && hasFolders && gameList.size() == 1)
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return gameList.front();
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if (currentGame && currentGame->getType() == PLACEHOLDER)
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return nullptr;
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if (currentGame) {
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// If the parent of the game only contains folders, then simply make all these
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// folders the selection list for the random function. This covers folder-only
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// views regardless of how many levels deep they're located.
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if (currentGame->getParent()->getOnlyFoldersFlag()) {
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std::vector<FileData*> childrenList = currentGame->getParent()->getChildren();
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gameList.erase(gameList.cbegin(), gameList.cend());
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gameList.reserve(childrenList.size());
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gameList.insert(gameList.cend(), childrenList.cbegin(), childrenList.cend());
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}
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// If the game is inside a folder where there are only other files, update gameList
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// to only contain these files.
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else if (currentGame->getParent()->getFullPath() !=
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currentGame->getSystem()->getRootFolder()->getFullPath()) {
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std::vector<FileData*> folderList;
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for (auto it = gameList.cbegin(); it != gameList.cend(); it++) {
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if ((*it)->getParent()->getFullPath() == currentGame->getParent()->getFullPath())
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folderList.push_back((*it));
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}
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gameList.erase(gameList.cbegin(), gameList.cend());
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gameList.reserve(folderList.size());
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gameList.insert(gameList.cend(), folderList.cbegin(), folderList.cend());
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}
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// If the game is inside a folder with a mix of files and folders, then update
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// gameList to exclude all folders so we don't jump into one of them.
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else {
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std::vector<FileData*> childrenList = mRootFolder->getChildren();
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std::vector<FileData*> noFolderList;
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for (auto it = childrenList.cbegin(); it != childrenList.cend(); it++) {
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if ((*it)->getType() == GAME || (*it)->getParent()->getOnlyFoldersFlag())
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noFolderList.push_back((*it));
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}
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gameList.erase(gameList.cbegin(), gameList.cend());
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gameList.reserve(noFolderList.size());
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gameList.insert(gameList.cend(), noFolderList.cbegin(), noFolderList.cend());
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}
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}
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unsigned int total = (int)gameList.size();
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unsigned int total = static_cast<int>(gameList.size());
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int target = 0;
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if (total < 2)
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